mirror of
https://github.com/nillerusr/source-engine.git
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974 lines
29 KiB
C++
974 lines
29 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// The copyright to the contents herein is the property of Valve, L.L.C.
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// The contents may be used and/or copied only with the written permission of
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// Valve, L.L.C., or in accordance with the terms and conditions stipulated in
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// the agreement/contract under which the contents have been supplied.
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//
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// $Header: $
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// $NoKeywords: $
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//
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//=============================================================================
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// Valve includes
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#include "appframework/tier3app.h"
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#include "datamodel/idatamodel.h"
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#include "filesystem.h"
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#include "filesystem_init.h"
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#include "icommandline.h"
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#include "materialsystem/imaterialsystem.h"
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#include "istudiorender.h"
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#include "mathlib/mathlib.h"
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#include "vstdlib/vstdlib.h"
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#include "vstdlib/iprocessutils.h"
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#include "tier2/p4helpers.h"
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#include "p4lib/ip4.h"
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#include "tier1/utlbuffer.h"
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#include "tier1/utlstringmap.h"
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#include "sfmobjects/sfmsession.h"
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#include "datacache/idatacache.h"
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#include "datacache/imdlcache.h"
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#include "vphysics_interface.h"
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#include "movieobjects/dmeclip.h"
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#include "movieobjects/dmetrack.h"
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#include "movieobjects/dmetrackgroup.h"
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#include "movieobjects/dmegamemodel.h"
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#include "movieobjects/dmesound.h"
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#include "movieobjects/dmedag.h"
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#include "movieobjects/dmechannel.h"
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#include "movieobjects/dmeanimationset.h"
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#include "studio.h"
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#include "sfmobjects/sfmanimationsetutils.h"
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#include "sfmobjects/flexcontrolbuilder.h"
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#include "sfmobjects/sfmphonemeextractor.h"
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#include "sfmobjects/exportfacialanimation.h"
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#include "soundemittersystem/isoundemittersystembase.h"
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#include "phonemeconverter.h"
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#include "tier2/riff.h"
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#include "tier2/soundutils.h"
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#include "soundchars.h"
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#include <ctype.h>
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#ifdef _DEBUG
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#include <windows.h>
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#undef GetCurrentDirectory
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#endif
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class StdIOReadBinary : public IFileReadBinary
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{
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public:
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int open( const char *pFileName )
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{
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return (int)g_pFullFileSystem->Open( pFileName, "rb" );
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}
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int read( void *pOutput, int size, int file )
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{
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if ( !file )
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return 0;
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return g_pFullFileSystem->Read( pOutput, size, (FileHandle_t)file );
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}
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void seek( int file, int pos )
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{
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if ( !file )
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return;
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g_pFullFileSystem->Seek( (FileHandle_t)file, pos, FILESYSTEM_SEEK_HEAD );
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}
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unsigned int tell( int file )
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{
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if ( !file )
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return 0;
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return g_pFullFileSystem->Tell( (FileHandle_t)file );
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}
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unsigned int size( int file )
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{
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if ( !file )
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return 0;
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return g_pFullFileSystem->Size( (FileHandle_t)file );
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}
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void close( int file )
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{
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if ( !file )
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return;
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g_pFullFileSystem->Close( (FileHandle_t)file );
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}
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};
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class StdIOWriteBinary : public IFileWriteBinary
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{
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public:
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int create( const char *pFileName )
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{
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return (int)g_pFullFileSystem->Open( pFileName, "wb" );
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}
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int write( void *pData, int size, int file )
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{
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return g_pFullFileSystem->Write( pData, size, (FileHandle_t)file );
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}
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void close( int file )
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{
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g_pFullFileSystem->Close( (FileHandle_t)file );
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}
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void seek( int file, int pos )
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{
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g_pFullFileSystem->Seek( (FileHandle_t)file, pos, FILESYSTEM_SEEK_HEAD );
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}
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unsigned int tell( int file )
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{
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return g_pFullFileSystem->Tell( (FileHandle_t)file );
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}
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};
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static StdIOReadBinary io_in;
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static StdIOWriteBinary io_out;
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#define RIFF_WAVE MAKEID('W','A','V','E')
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#define WAVE_FMT MAKEID('f','m','t',' ')
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#define WAVE_DATA MAKEID('d','a','t','a')
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#define WAVE_FACT MAKEID('f','a','c','t')
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#define WAVE_CUE MAKEID('c','u','e',' ')
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : &walk -
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//-----------------------------------------------------------------------------
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static void SceneManager_ParseSentence( CSentence& sentence, IterateRIFF &walk )
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{
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CUtlBuffer buf( 0, 0, CUtlBuffer::TEXT_BUFFER );
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buf.EnsureCapacity( walk.ChunkSize() );
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walk.ChunkRead( buf.Base() );
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buf.SeekPut( CUtlBuffer::SEEK_HEAD, walk.ChunkSize() );
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sentence.InitFromDataChunk( buf.Base(), buf.TellPut() );
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}
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bool SceneManager_LoadSentenceFromWavFileUsingIO( char const *wavfile, CSentence& sentence, IFileReadBinary& io )
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{
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sentence.Reset();
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InFileRIFF riff( wavfile, io );
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// UNDONE: Don't use printf to handle errors
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if ( riff.RIFFName() != RIFF_WAVE )
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{
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return false;
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}
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// set up the iterator for the whole file (root RIFF is a chunk)
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IterateRIFF walk( riff, riff.RIFFSize() );
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// This chunk must be first as it contains the wave's format
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// break out when we've parsed it
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bool found = false;
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while ( walk.ChunkAvailable() && !found )
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{
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switch ( walk.ChunkName() )
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{
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case WAVE_VALVEDATA:
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{
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found = true;
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SceneManager_ParseSentence( sentence, walk );
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}
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break;
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}
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walk.ChunkNext();
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}
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return found;
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}
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bool SceneManager_LoadSentenceFromWavFile( char const *wavfile, CSentence& sentence )
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{
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return SceneManager_LoadSentenceFromWavFileUsingIO( wavfile, sentence, io_in );
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}
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//-----------------------------------------------------------------------------
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// Standard spew functions
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//-----------------------------------------------------------------------------
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static SpewRetval_t SpewStdout( SpewType_t spewType, char const *pMsg )
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{
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if ( !pMsg )
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return SPEW_CONTINUE;
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#ifdef _DEBUG
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OutputDebugString( pMsg );
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#endif
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printf( pMsg );
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fflush( stdout );
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return ( spewType == SPEW_ASSERT ) ? SPEW_DEBUGGER : SPEW_CONTINUE;
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}
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//-----------------------------------------------------------------------------
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// The application object
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//-----------------------------------------------------------------------------
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class CSFMGenApp : public CTier3DmSteamApp
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{
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typedef CTier3DmSteamApp BaseClass;
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public:
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// Methods of IApplication
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virtual bool Create();
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virtual bool PreInit( );
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virtual int Main();
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virtual void Destroy() {}
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void PrintHelp( );
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private:
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struct SFMInfo_t
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{
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CUtlString m_GameSound;
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CUtlString m_Text;
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CUtlString m_DMXFileName;
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};
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struct SFMGenInfo_t
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{
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const char *m_pCSVFile;
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const char *m_pModelName;
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const char *m_pOutputDirectory;
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const char *m_pExportFacDirectory;
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bool m_bWritePhonemesInWavs;
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bool m_bUsePhonemesInWavs;
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float m_flSampleRateHz;
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float m_flSampleFilterSize;
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bool m_bGenerateSFMFiles;
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bool m_bExtractPhonemeFromWavsForMp3;
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};
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enum TokenRetVal_t
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{
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TOKEN_COMMA = 0,
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TOKEN_RETURN,
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TOKEN_COMMENT,
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TOKEN_EOF,
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};
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// Parses the excel .csv file
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TokenRetVal_t ParseToken( CUtlBuffer &buf, char *pToken, int nMaxTokenLen );
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// Parses the excel file
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void ParseCSVFile( CUtlBuffer &buf, CUtlVector< SFMInfo_t > &infoList, int nSkipLines );
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// The application object
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void GenerateSFMFiles( SFMGenInfo_t &info );
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// Makes the names unique
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void UniqueifyNames( CUtlVector< SFMInfo_t > &infoList );
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// Creates a single sfm file
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void GenerateSFMFile( const SFMGenInfo_t &sfmGenInfo, const SFMInfo_t &info, studiohdr_t *pStudioHdr, const char *pOutputDirectory, const char *pExportFacPath );
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// Saves an SFM file
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void SaveSFMFile( CDmElement *pRoot, const char *pRelativeScenePath, const char *pFileName );
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// Generates a sound clip for the game sound
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CDmeSoundClip *CreateSoundClip( CDmeFilmClip *pShot, const char *pAnimationSetName, const char *pGameSound, studiohdr_t *pStudioHdr, CDmeGameSound **ppGameSound );
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// Builds the list of all controls in the animation set contributing to facial animation
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void BuildFacialControlList( CDmeFilmClip *pShot, CDmeAnimationSet *pAnimationSet, CUtlVector< LogPreview_t > &list );
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};
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DEFINE_CONSOLE_STEAM_APPLICATION_OBJECT( CSFMGenApp );
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//-----------------------------------------------------------------------------
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// The application object
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//-----------------------------------------------------------------------------
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bool CSFMGenApp::Create()
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{
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SpewOutputFunc( SpewStdout );
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AppSystemInfo_t appSystems[] =
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{
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{ "vstdlib.dll", PROCESS_UTILS_INTERFACE_VERSION },
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{ "materialsystem.dll", MATERIAL_SYSTEM_INTERFACE_VERSION },
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{ "p4lib.dll", P4_INTERFACE_VERSION },
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{ "datacache.dll", DATACACHE_INTERFACE_VERSION },
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{ "datacache.dll", MDLCACHE_INTERFACE_VERSION },
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{ "studiorender.dll", STUDIO_RENDER_INTERFACE_VERSION },
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{ "vphysics.dll", VPHYSICS_INTERFACE_VERSION },
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{ "soundemittersystem.dll", SOUNDEMITTERSYSTEM_INTERFACE_VERSION },
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{ "", "" } // Required to terminate the list
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};
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AddSystems( appSystems );
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IMaterialSystem *pMaterialSystem = reinterpret_cast< IMaterialSystem * >( FindSystem( MATERIAL_SYSTEM_INTERFACE_VERSION ) );
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if ( !pMaterialSystem )
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{
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Error( "// ERROR: Unable to connect to material system interface!\n" );
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return false;
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}
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pMaterialSystem->SetShaderAPI( "shaderapiempty.dll" );
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SetupDefaultFlexController();
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return true;
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}
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//-----------------------------------------------------------------------------
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//
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//-----------------------------------------------------------------------------
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bool CSFMGenApp::PreInit( )
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{
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MathLib_Init( 2.2f, 2.2f, 0.0f, 2.0f, false, false, false, false );
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if ( !BaseClass::PreInit() )
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return false;
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if ( !g_pFullFileSystem || !g_pDataModel )
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{
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Error( "// ERROR: sfmgen is missing a required interface!\n" );
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return false;
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}
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// Add paths...
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if ( !SetupSearchPaths( NULL, false, true ) )
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return false;
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return true;
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}
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//-----------------------------------------------------------------------------
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// Print help
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//-----------------------------------------------------------------------------
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void CSFMGenApp::PrintHelp( )
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{
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Msg( "Usage: sfmgen -i <in .csv file> -m <.mdl relative path> -o <output dir>\n" );
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Msg( " [-f <fac output dir>] [-p] [-w] [-r <sample rate in hz>] [-s <sample filter size>]\n" );
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Msg( " [-nop4] [-vproject <path to gameinfo.txt>]\n" );
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Msg( "\t-i\t: Source .CSV file indicating game sound names, text for phoneme extraction, output sfm file names.\n" );
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Msg( "\t-m\t: Indicates the path of the .mdl file under game/mod/models/ to use in the sfm files.\n" );
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Msg( "\t-o\t: Indicates output directory to place generated files in. Required if Generating SFM files.\n" );
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Msg( "\t-f\t: [Optional] Indicates that facial files should be created in the specified fac output dir.\n" );
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Msg( "\t-p\t: [Optional] Indicates the extracted phonemes should be written into the wav file.\n" );
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Msg( "\t-w\t: [Optional] Indicates the phonemes should be read from the wav file. Cannot also have -p specified.\n" );
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Msg( "\t-r\t: [Optional] Specifies the phoneme extraction sample rate (default = 20)\n" );
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Msg( "\t-s\t: [Optional] Specifies the phoneme extraction sample filter size (default = 0.08)\n" );
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Msg( "\t-nop4\t: Disables auto perforce checkout/add.\n" );
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Msg( "\t-nosfm\t: Disables generating of SFM files (dmx).\n" );
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Msg( "\t-vproject\t: Specifies path to a gameinfo.txt file (which mod to build for).\n" );
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}
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//-----------------------------------------------------------------------------
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// Parses a token from the excel .csv file
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//-----------------------------------------------------------------------------
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CSFMGenApp::TokenRetVal_t CSFMGenApp::ParseToken( CUtlBuffer &buf, char *pToken, int nMaxTokenLen )
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{
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*pToken = 0;
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if ( !buf.IsValid() )
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return TOKEN_EOF;
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int nLen = 0;
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char c = buf.GetChar();
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bool bIsQuoted = false;
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bool bIsComment = false;
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while ( true )
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{
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if ( c == '#' )
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{
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bIsComment = true;
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}
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if ( c == '"' )
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{
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bIsQuoted = !bIsQuoted;
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}
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else if ( ( c == ',' || c == '\n' ) && !bIsQuoted )
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{
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pToken[nLen] = 0;
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if ( bIsComment )
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return TOKEN_COMMENT;
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return ( c == '\n' ) ? TOKEN_RETURN : TOKEN_COMMA;
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}
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if ( nLen < nMaxTokenLen - 1 )
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{
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if ( c != '"' )
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{
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pToken[nLen++] = c;
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}
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}
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if ( !buf.IsValid() )
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{
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pToken[nLen] = 0;
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return TOKEN_EOF;
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}
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c = buf.GetChar();
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}
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// Should never get here
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return TOKEN_EOF;
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}
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//-----------------------------------------------------------------------------
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// Parses the excel file
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//-----------------------------------------------------------------------------
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void CSFMGenApp::ParseCSVFile( CUtlBuffer &buf, CUtlVector< SFMInfo_t > &infoList, int nSkipLines )
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{
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char pToken[512];
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for( int nLine = 0; buf.IsValid(); ++nLine )
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{
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SFMInfo_t info;
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TokenRetVal_t nTokenRetVal = ParseToken( buf, pToken, sizeof(pToken) );
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if ( nTokenRetVal == TOKEN_EOF )
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return;
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if ( nTokenRetVal == TOKEN_COMMENT )
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{
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continue;
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}
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if ( nTokenRetVal != TOKEN_COMMA )
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{
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Warning( "sfmgen: Missing Column at line %d\n", nLine );
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continue;
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}
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info.m_DMXFileName = pToken;
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if ( ParseToken( buf, pToken, sizeof(pToken) ) != TOKEN_COMMA )
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{
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Warning( "sfmgen: Missing Column at line %d\n", nLine );
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continue;
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}
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if ( ParseToken( buf, pToken, sizeof(pToken) ) != TOKEN_COMMA )
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{
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Warning( "sfmgen: Missing Column at line %d\n", nLine );
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continue;
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}
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info.m_GameSound = pToken;
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nTokenRetVal = ParseToken( buf, pToken, sizeof(pToken) );
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info.m_Text = pToken;
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if ( nTokenRetVal == TOKEN_COMMENT )
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{
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Warning( "sfmgen: No VO Transcript on line %d - Skipping \n", nLine );
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continue;
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}
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// extract the VO Transcript
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while ( nTokenRetVal == TOKEN_COMMA )
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{
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nTokenRetVal = ParseToken( buf, pToken, sizeof(pToken) );
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}
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if ( nSkipLines > nLine )
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continue;
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infoList.AddToTail( info );
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}
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}
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//-----------------------------------------------------------------------------
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// Makes the names unique
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//-----------------------------------------------------------------------------
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void CSFMGenApp::UniqueifyNames( CUtlVector< SFMInfo_t > &infoList )
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{
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CUtlStringMap<int> foundNames;
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int nCount = infoList.Count();
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for ( int i = 0; i < nCount; ++i )
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{
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const char *pName = infoList[i].m_DMXFileName;
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int nFoundCount;
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if ( !foundNames.Defined( pName ) )
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{
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nFoundCount = foundNames[ pName ] = 1;
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}
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else
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{
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nFoundCount = ++foundNames[ pName ];
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}
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// Remove whitespace, change to lowercase, uniqueify.
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int nLen = Q_strlen(pName);
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int nDigits = (int)log10( (float)nFoundCount ) + 1;
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char *pTemp = (char*)_alloca( nLen + nDigits + 1 );
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for ( int j = 0; j < nLen; ++j )
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{
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if ( isspace( pName[j] ) )
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{
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pTemp[j] = '_';
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}
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else
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{
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pTemp[j] = tolower( pName[j] );
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}
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}
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if ( nFoundCount > 1 )
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{
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Q_snprintf( &pTemp[nLen], nDigits + 1, "%d", nFoundCount );
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nLen += nDigits;
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}
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pTemp[nLen] = 0;
|
|
infoList[i].m_DMXFileName = pTemp;
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Saves an SFM file
|
|
//-----------------------------------------------------------------------------
|
|
void CSFMGenApp::SaveSFMFile( CDmElement *pRoot, const char *pOutputDir, const char *pFileName )
|
|
{
|
|
// Construct actual file name from the model name + dmx file name
|
|
char pFullPathBuf[MAX_PATH];
|
|
Q_snprintf( pFullPathBuf, sizeof(pFullPathBuf), "%s/%s.dmx", pOutputDir, pFileName );
|
|
const char *pFullPath = pFullPathBuf;
|
|
|
|
CP4AutoEditAddFile checkout( pFullPath );
|
|
|
|
if ( !g_pDataModel->SaveToFile( pFullPath, NULL, g_pDataModel->GetDefaultEncoding( "sfm_session" ), "sfm_session", pRoot ) )
|
|
{
|
|
Warning( "sfmgen: Unable to write file %s\n", pFullPath );
|
|
return;
|
|
}
|
|
|
|
Msg( "sfmgen: Wrote file %s\n", pFullPath );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Generates a sound clip for the game sound
|
|
//-----------------------------------------------------------------------------
|
|
CDmeSoundClip *CSFMGenApp::CreateSoundClip( CDmeFilmClip *pShot, const char *pAnimationSetName, const char *pGameSound, studiohdr_t *pStudioHdr, CDmeGameSound **ppGameSound )
|
|
{
|
|
*ppGameSound = NULL;
|
|
|
|
CDmeTrackGroup *pTrackGroup = pShot->FindOrAddTrackGroup( "audio" );
|
|
CDmeTrack *pTrack = pTrackGroup->FindOrAddTrack( pAnimationSetName, DMECLIP_SOUND );
|
|
|
|
// Get the gender for the model
|
|
gender_t actorGender = g_pSoundEmitterSystem->GetActorGender( pStudioHdr->pszName() );
|
|
|
|
// Get the wav file for the gamesound.
|
|
CSoundParameters params;
|
|
if ( !g_pSoundEmitterSystem->GetParametersForSound( pGameSound, params, actorGender ) )
|
|
{
|
|
Warning( "Unable to determine .wav file for gamesound %s!\n", pGameSound );
|
|
return NULL;
|
|
}
|
|
|
|
// Get the sound duration
|
|
char pFullPath[MAX_PATH];
|
|
char pRelativePath[MAX_PATH];
|
|
const char *pWavFile = PSkipSoundChars( params.soundname );
|
|
Q_ComposeFileName( "sound", pWavFile, pRelativePath, sizeof(pRelativePath) );
|
|
g_pFullFileSystem->RelativePathToFullPath( pRelativePath, "GAME", pFullPath, sizeof(pFullPath) );
|
|
DmeTime_t duration( GetWavSoundDuration( pFullPath ) );
|
|
|
|
CDmeGameSound *pDmeSound = CreateElement< CDmeGameSound >( pGameSound, pTrack->GetFileId() );
|
|
Assert( pDmeSound );
|
|
pDmeSound->m_GameSoundName = pGameSound;
|
|
pDmeSound->m_SoundName = params.soundname;
|
|
pDmeSound->m_Volume = params.volume;
|
|
pDmeSound->m_Level = params.soundlevel;
|
|
pDmeSound->m_Pitch = params.pitch;
|
|
pDmeSound->m_IsStatic = true;
|
|
pDmeSound->m_Channel = CHAN_STATIC;
|
|
pDmeSound->m_Flags = 0;
|
|
pDmeSound->m_Origin = vec3_origin;
|
|
pDmeSound->m_Direction = vec3_origin;
|
|
|
|
CDmeSoundClip *pSubClip = CreateElement< CDmeSoundClip >( pGameSound, pTrack->GetFileId() );
|
|
pSubClip->m_Sound = pDmeSound;
|
|
pSubClip->SetStartTime( DMETIME_ZERO );
|
|
pSubClip->SetTimeOffset( DmeTime_t( -params.delay_msec / 1000.0f ) );
|
|
pSubClip->SetDuration( duration );
|
|
|
|
pTrack->AddClip( pSubClip );
|
|
*ppGameSound = pDmeSound;
|
|
|
|
return pSubClip;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Builds the list of all controls in the animation set contributing to facial animation
|
|
//-----------------------------------------------------------------------------
|
|
void CSFMGenApp::BuildFacialControlList( CDmeFilmClip *pShot, CDmeAnimationSet *pAnimationSet, CUtlVector< LogPreview_t > &list )
|
|
{
|
|
const CDmaElementArray< CDmElement > &controls = pAnimationSet->GetControls();
|
|
int nCount = controls.Count();
|
|
for ( int i = 0; i < nCount; ++i )
|
|
{
|
|
CDmElement *pControl = controls[i];
|
|
if ( !pControl || pControl->GetValue<bool>( "transform" ) )
|
|
continue;
|
|
|
|
LogPreview_t preview;
|
|
preview.m_hControl = pControl;
|
|
preview.m_hShot = pShot;
|
|
preview.m_bActiveLog = preview.m_bSelected = false;
|
|
|
|
if ( pControl->GetValue< bool >( "combo" ) )
|
|
{
|
|
preview.m_hChannels[ LOG_PREVIEW_VALUE ] = pControl->GetValueElement< CDmeChannel >( "valuechannel" );
|
|
preview.m_hChannels[ LOG_PREVIEW_BALANCE ] = pControl->GetValueElement< CDmeChannel >( "balancechannel" );
|
|
}
|
|
else
|
|
{
|
|
preview.m_hChannels[ LOG_PREVIEW_VALUE ] = pControl->GetValueElement< CDmeChannel >( "channel" );
|
|
preview.m_hChannels[ LOG_PREVIEW_BALANCE ] = NULL;
|
|
}
|
|
|
|
if ( pControl->GetValue< bool >( "multi" ) )
|
|
{
|
|
preview.m_hChannels[ LOG_PREVIEW_MULTILEVEL ] = pControl->GetValueElement< CDmeChannel >( "multilevelchannel" );
|
|
}
|
|
else
|
|
{
|
|
preview.m_hChannels[ LOG_PREVIEW_MULTILEVEL ] = NULL;
|
|
}
|
|
|
|
preview.m_hOwner = preview.m_hChannels[ LOG_PREVIEW_VALUE ]->FindOwnerClipForChannel( pShot );
|
|
|
|
list.AddToTail( preview );
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Creates a single sfm file
|
|
//-----------------------------------------------------------------------------
|
|
void CSFMGenApp::GenerateSFMFile( const SFMGenInfo_t& sfmGenInfo, const SFMInfo_t &info,
|
|
studiohdr_t *pStudioHdr, const char *pOutputDirectory, const char *pExportFacPath )
|
|
{
|
|
CSFMSession session;
|
|
session.Init();
|
|
|
|
char pAnimationSetName[256];
|
|
Q_FileBase( pStudioHdr->pszName(), pAnimationSetName, sizeof(pAnimationSetName) );
|
|
|
|
// Set the file id( necessary for phoneme extraction)
|
|
DmFileId_t fileid = g_pDataModel->FindOrCreateFileId( pAnimationSetName );
|
|
session.Root()->SetFileId( fileid, TD_DEEP );
|
|
g_pModelPresetGroupMgr->AssociatePresetsWithFile( fileid );
|
|
|
|
// Get the shot.
|
|
CDmeFilmClip *pMovie = session.Root()->GetValueElement<CDmeFilmClip>( "activeClip" );
|
|
CDmeFilmClip* pShot = CastElement< CDmeFilmClip >( pMovie->GetFilmTrack()->GetClip( 0 ) );
|
|
|
|
// Create a camera for the shot
|
|
DmeCameraParams_t cameraParams( pAnimationSetName, vec3_origin, QAngle( 0, 180, 0 ) );
|
|
cameraParams.origin.x = pStudioHdr->hull_max.x + 20;
|
|
cameraParams.origin.z = Lerp( 0.95f, pStudioHdr->hull_min.z, pStudioHdr->hull_max.z );
|
|
cameraParams.fov = 75.0f;
|
|
CDmeCamera* pCamera = session.CreateCamera( cameraParams );
|
|
pShot->SetCamera( pCamera );
|
|
|
|
// Create a game model for the studio hdr
|
|
CDmeGameModel *pGameModel = session.CreateEditorGameModel( pStudioHdr, vec3_origin, Quaternion( 0, 0, 0, 1 ) );
|
|
|
|
// Create a scene for the shot
|
|
CDmeDag *pScene = session.FindOrCreateScene( pShot, pAnimationSetName );
|
|
pScene->AddChild( pGameModel );
|
|
|
|
// Create a sound clip
|
|
CDmeGameSound *pGameSound;
|
|
CDmeSoundClip *pSoundClip = CreateSoundClip( pMovie, pAnimationSetName, info.m_GameSound, pStudioHdr, &pGameSound );
|
|
|
|
if ( pSoundClip )
|
|
{
|
|
pShot->SetDuration( pSoundClip->GetDuration() );
|
|
pMovie->SetDuration( pSoundClip->GetDuration() );
|
|
|
|
// Create an animation set
|
|
CDmeAnimationSet *pAnimationSet = CreateAnimationSet( pMovie, pShot, pGameModel, pAnimationSetName, 0, false );
|
|
|
|
// Extract phonemes
|
|
CExtractInfo extractInfo;
|
|
extractInfo.m_pClip = pSoundClip;
|
|
extractInfo.m_pSound = pGameSound;
|
|
extractInfo.m_sHintText = info.m_Text;
|
|
extractInfo.m_bUseSentence = sfmGenInfo.m_bUsePhonemesInWavs;
|
|
|
|
ExtractDesc_t extractDesc;
|
|
extractDesc.m_nExtractType = EXTRACT_WIPE_CLIP;
|
|
extractDesc.m_pMovie = pMovie;
|
|
extractDesc.m_pShot = pShot;
|
|
extractDesc.m_pSet = pAnimationSet;
|
|
extractDesc.m_flSampleRateHz = sfmGenInfo.m_flSampleRateHz;
|
|
extractDesc.m_flSampleFilterSize = sfmGenInfo.m_flSampleFilterSize;
|
|
extractDesc.m_WorkList.AddToTail( extractInfo );
|
|
BuildFacialControlList( pShot, pAnimationSet, extractDesc.m_ControlList );
|
|
sfm_phonemeextractor->Extract( SPEECH_API_LIPSINC, extractDesc, sfmGenInfo.m_bWritePhonemesInWavs );
|
|
|
|
CExtractInfo &results = extractDesc.m_WorkList[ 0 ];
|
|
CDmElement *pExtractionSettings = pGameSound->FindOrAddPhonemeExtractionSettings();
|
|
pExtractionSettings->SetValue< float >( "duration", results.m_flDuration );
|
|
// Store off phonemes
|
|
if ( !pExtractionSettings->HasAttribute( "results" ) )
|
|
{
|
|
pExtractionSettings->AddAttribute( "results", AT_ELEMENT_ARRAY );
|
|
}
|
|
|
|
CDmrElementArray< CDmElement > resultsArray( pExtractionSettings, "results" );
|
|
resultsArray.RemoveAll();
|
|
for ( int i = 0; i < results.m_ApplyTags.Count(); ++i )
|
|
{
|
|
CBasePhonemeTag *tag = results.m_ApplyTags[ i ];
|
|
CDmElement *tagElement = CreateElement< CDmElement >( ConvertPhoneme( tag->GetPhonemeCode() ), pGameSound->GetFileId() );
|
|
tagElement->SetValue< float >( "start", tag->GetStartTime() );
|
|
tagElement->SetValue< float >( "end", tag->GetEndTime() );
|
|
resultsArray.AddToTail( tagElement );
|
|
}
|
|
|
|
if ( sfmGenInfo.m_bGenerateSFMFiles && pExportFacPath )
|
|
{
|
|
char pFACFileName[MAX_PATH];
|
|
Q_ComposeFileName( pExportFacPath, info.m_DMXFileName, pFACFileName, sizeof(pFACFileName) );
|
|
Q_SetExtension( pFACFileName, ".dmx", sizeof(pFACFileName) );
|
|
ExportFacialAnimation( pFACFileName, pMovie, pShot, pAnimationSet );
|
|
}
|
|
}
|
|
|
|
if ( sfmGenInfo.m_bGenerateSFMFiles )
|
|
{
|
|
SaveSFMFile( session.Root(), pOutputDirectory, info.m_DMXFileName );
|
|
}
|
|
|
|
session.Shutdown();
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Computes a full directory
|
|
//-----------------------------------------------------------------------------
|
|
static void ComputeFullPath( const char *pRelativeDir, char *pFullPath, int nBufLen )
|
|
{
|
|
if ( !Q_IsAbsolutePath( pRelativeDir ) )
|
|
{
|
|
char pDir[MAX_PATH];
|
|
if ( g_pFullFileSystem->GetCurrentDirectory( pDir, sizeof(pDir) ) )
|
|
{
|
|
Q_ComposeFileName( pDir, pRelativeDir, pFullPath, nBufLen );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
Q_strncpy( pFullPath, pRelativeDir, nBufLen );
|
|
}
|
|
|
|
Q_StripTrailingSlash( pFullPath );
|
|
|
|
// Ensure the output directory exists
|
|
g_pFullFileSystem->CreateDirHierarchy( pFullPath );
|
|
}
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// The application object
|
|
//-----------------------------------------------------------------------------
|
|
void CSFMGenApp::GenerateSFMFiles( SFMGenInfo_t& info )
|
|
{
|
|
char pRelativeModelPath[MAX_PATH];
|
|
Q_ComposeFileName( "models", info.m_pModelName, pRelativeModelPath, sizeof(pRelativeModelPath) );
|
|
Q_SetExtension( pRelativeModelPath, ".mdl", sizeof(pRelativeModelPath) );
|
|
MDLHandle_t hMDL = g_pMDLCache->FindMDL( pRelativeModelPath );
|
|
if ( hMDL == MDLHANDLE_INVALID )
|
|
{
|
|
Warning( "sfmgen: Model %s doesn't exist!\n", pRelativeModelPath );
|
|
return;
|
|
}
|
|
|
|
studiohdr_t *pStudioHdr = g_pMDLCache->GetStudioHdr( hMDL );
|
|
if ( !pStudioHdr || g_pMDLCache->IsErrorModel( hMDL ) )
|
|
{
|
|
Warning( "sfmgen: Model %s doesn't exist!\n", pRelativeModelPath );
|
|
return;
|
|
}
|
|
|
|
CUtlBuffer buf( 0, 0, CUtlBuffer::TEXT_BUFFER );
|
|
if ( !g_pFullFileSystem->ReadFile( info.m_pCSVFile, NULL, buf ) )
|
|
{
|
|
Warning( "sfmgen: Unable to load file %s\n", info.m_pCSVFile );
|
|
return;
|
|
}
|
|
|
|
CUtlVector< SFMInfo_t > infoList;
|
|
ParseCSVFile( buf, infoList, 1 );
|
|
|
|
int nCount = infoList.Count();
|
|
if ( nCount == 0 )
|
|
{
|
|
Warning( "sfmgen: no files to create!\n" );
|
|
return;
|
|
}
|
|
|
|
UniqueifyNames( infoList );
|
|
|
|
// Construct full path to the output directories
|
|
char pFullPath[MAX_PATH];
|
|
char pFullFacPathBuf[MAX_PATH];
|
|
const char *pExportFacPath = NULL;
|
|
if ( info.m_pExportFacDirectory )
|
|
{
|
|
ComputeFullPath( info.m_pExportFacDirectory, pFullFacPathBuf, sizeof( pFullFacPathBuf ) );
|
|
pExportFacPath = pFullFacPathBuf;
|
|
}
|
|
|
|
if ( info.m_pOutputDirectory )
|
|
{
|
|
ComputeFullPath( info.m_pOutputDirectory, pFullPath, sizeof( pFullPath ) );
|
|
}
|
|
else
|
|
{
|
|
pFullPath[0] = '\0';
|
|
}
|
|
|
|
|
|
if (!info.m_bExtractPhonemeFromWavsForMp3)
|
|
{
|
|
for (int i = 0; i < nCount; ++i)
|
|
{
|
|
GenerateSFMFile(info, infoList[i], pStudioHdr, pFullPath, pExportFacPath);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Extra Phoneme Data from .wav files for .mp3
|
|
CUtlBuffer bufOutput(0, 0, CUtlBuffer::TEXT_BUFFER); // Phoneme outout
|
|
CUtlBuffer bufFilenames(0, 0, CUtlBuffer::TEXT_BUFFER); // Affected Files for reference (files with Phoneme data)
|
|
for (int i = 0; i < nCount; ++i)
|
|
{
|
|
CSentence sSentence;
|
|
if (SceneManager_LoadSentenceFromWavFile(infoList[i].m_GameSound, sSentence))
|
|
{
|
|
// Save Phoneme Data
|
|
CUtlString strTemp(infoList[i].m_DMXFileName);
|
|
// //bufOutput.Printf( "\n" );
|
|
bufOutput.Printf(strTemp.Replace(".wav", ".mp3").Get());
|
|
bufOutput.Printf("\n{\n");
|
|
sSentence.SaveToBuffer(bufOutput);
|
|
bufOutput.Printf("}\n\n");
|
|
|
|
// Save file name
|
|
bufFilenames.Printf(infoList[i].m_GameSound);
|
|
bufFilenames.Printf("\n");
|
|
|
|
Msg("%s\n", infoList[i].m_GameSound.Get());
|
|
}
|
|
}
|
|
|
|
// output
|
|
//if ( sfm_phonemeextractor->GetSentence( pGameSound, sSentence ) )
|
|
{
|
|
// write this to a text file
|
|
FileHandle_t fh = g_pFullFileSystem->Open("tf_PhonemeData.txt", "wb");
|
|
if (fh)
|
|
{
|
|
g_pFullFileSystem->Write(bufOutput.Base(), bufOutput.TellPut(), fh);
|
|
g_pFullFileSystem->Close(fh);
|
|
}
|
|
}
|
|
|
|
{
|
|
// write this to a text file
|
|
FileHandle_t fh = g_pFullFileSystem->Open("tf_PhonemeFiles.txt", "wb");
|
|
if (fh)
|
|
{
|
|
g_pFullFileSystem->Write(bufFilenames.Base(), bufFilenames.TellPut(), fh);
|
|
g_pFullFileSystem->Close(fh);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
//-----------------------------------------------------------------------------
|
|
// The application object
|
|
//-----------------------------------------------------------------------------
|
|
int CSFMGenApp::Main()
|
|
{
|
|
g_pDataModel->SetUndoEnabled( false );
|
|
|
|
// This bit of hackery allows us to access files on the harddrive
|
|
g_pFullFileSystem->AddSearchPath( "", "LOCAL", PATH_ADD_TO_HEAD );
|
|
|
|
if ( CommandLine()->CheckParm( "-h" ) || CommandLine()->CheckParm( "-help" ) )
|
|
{
|
|
PrintHelp();
|
|
return 0;
|
|
}
|
|
|
|
// Do Perforce Stuff
|
|
if ( CommandLine()->FindParm( "-nop4" ) )
|
|
{
|
|
g_p4factory->SetDummyMode( true );
|
|
}
|
|
|
|
g_p4factory->SetOpenFileChangeList( "Automatically Generated SFM files" );
|
|
|
|
SFMGenInfo_t info;
|
|
info.m_pCSVFile = CommandLine()->ParmValue( "-i" );
|
|
info.m_pModelName = CommandLine()->ParmValue( "-m" );
|
|
info.m_pOutputDirectory = CommandLine()->ParmValue( "-o" );
|
|
info.m_pExportFacDirectory = CommandLine()->ParmValue( "-f" );
|
|
info.m_bWritePhonemesInWavs = CommandLine()->FindParm( "-p" ) != 0;
|
|
info.m_bUsePhonemesInWavs = CommandLine()->FindParm( "-w" ) != 0;
|
|
info.m_flSampleRateHz = CommandLine()->ParmValue( "-r", 20.0f );
|
|
info.m_flSampleFilterSize = CommandLine()->ParmValue( "-s", 0.08f );
|
|
info.m_bGenerateSFMFiles = CommandLine()->FindParm( "-nosfm" ) == 0;
|
|
info.m_bExtractPhonemeFromWavsForMp3 = CommandLine()->FindParm("-mp3");
|
|
|
|
if ( !info.m_pCSVFile || !info.m_pModelName )
|
|
{
|
|
PrintHelp();
|
|
return 0;
|
|
}
|
|
|
|
if ( !info.m_pOutputDirectory && info.m_bGenerateSFMFiles )
|
|
{
|
|
PrintHelp();
|
|
return 0;
|
|
}
|
|
|
|
if ( info.m_bUsePhonemesInWavs && info.m_bWritePhonemesInWavs )
|
|
{
|
|
Warning( "Cannot simultaneously read the phones from wavs and also write them into the wavs!\n" );
|
|
return 0;
|
|
}
|
|
|
|
if ( info.m_pExportFacDirectory && !Q_stricmp( info.m_pExportFacDirectory, info.m_pOutputDirectory ) )
|
|
{
|
|
Warning( "Must specify different directories for output + facial export!\n" );
|
|
return 0;
|
|
}
|
|
|
|
g_pSoundEmitterSystem->ModInit();
|
|
sfm_phonemeextractor->Init();
|
|
GenerateSFMFiles( info );
|
|
sfm_phonemeextractor->Shutdown();
|
|
g_pSoundEmitterSystem->ModShutdown();
|
|
return -1;
|
|
} |